local E, C, L = select(2, ...):unpack()

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--	Configuration of DataTexts
----------------------------------------------------------------------------------------

local function class(string)
    return format(E.myColorString .. "%s|r", string or "")
end

local stats = {
    ["enable"]                      = true,
    ["latency"]                     = true, -- Latency
    ["memory"]                      = true, -- Memory
    ["fps"]                         = true, -- FPS
    ["friend"]                      = true, -- Friends
    ["guild"]                       = true, -- Guild

    ["location"]                    = true, -- Location
    ["coords"]                      = true, -- Coords

    ["stats"]                       = true, -- Stats
    ["talents"]                     = true, -- Talents
    ["loot"]                        = true, -- Loot
    ["nameplates"]                  = true, -- Nameplates

    ["durability"]                  = true, -- durability
    ["bags"]                        = true, -- bags
    ["currencies"]                  = true, -- currencies

    ["currency_expansion"]          = true, -- Show expansion Currencies under currencies tab
    ["currency_tracking"]           = true, -- Show watchced Currencies under currencies tab
    ["currency_archaeology"]        = true, -- Show Archaeology Fragments under currencies tab
    ["currency_cooking"]            = true, -- Show Cooking Awards under currencies tab
    ["currency_raid"]               = true, -- Show Seals under currencies tab
    ["currency_pvp"]                = true, -- Show PvP Currency under currencies tab
}

C.stats = stats

C.stats.font = {
    font    = STANDARD_TEXT_FONT, -- Path to your font
    color   = { 1, 1, 1 }, -- {red, green, blue} or "CLASS"
    size    = 12, -- Point font size
    alpha   = 1, -- Alpha transparency
    outline = 3, -- Thin outline. 0 = no outline.
    shadow  = { alpha = 1, x = 1, y = -1 }, -- Font shadow = 1
}

C.stats.icon_size = 12                        -- Icon sizes in info tips

C.stats.config = {
    -- Bottomleft block
    Latency    = {
        enable              = stats.latency,
        fmt                 = "[color]%d|r" .. class("ms"), -- "77ms", [color] inserts latency color code
        anchor_frame        = "UIParent", 
        anchor_to           = "bottomleft", 
        anchor_from         = "bottomleft",
        x_off               = 10, y_off = 10, tip_frame = "UIParent", tip_anchor = "BOTTOMLEFT", tip_x = 21, tip_y = 20
    },
    Memory     = {
        enable              = stats.memory,
        fmt_mb              = "%.1f" .. class("mb"), -- "12.5mb"
        fmt_kb              = "%.0f" .. class("kb"), -- "256kb"
        max_addons          = nil, -- Holding Alt reveals hidden addons
        anchor_frame        = stats.latency and "Latency" or "UIParent",
        anchor_to           = stats.latency and "left" or "bottomleft",
        anchor_from         = stats.latency and "right" or "bottomleft",
        x_off               = 10,
        y_off               = stats.latency and 0 or 10,
        tip_frame           = "UIParent", tip_anchor = "BOTTOMLEFT", tip_x = 21, tip_y = 20
    },
    FPS        = {
        enable              = stats.fps,
        fmt                 = "%d" .. class("fps"), -- "42fps"
        anchor_frame        = stats.memory and "Memory" or (stats.latency and "Latency" or "UIParent"),
        anchor_to           = "bottomleft",
        anchor_from         = (stats.memory or stats.latency) and "bottomright" or "bottomleft",
        x_off               = 10,
        y_off               = (stats.memory or stats.latency) and 0 or 10,
    },
    Friends    = {
        enable              = stats.friend,
        fmt                 = class("") .. L.DATATEXT_FRIEND .. "%d/%d", -- "F: 3/40"
        maxfriends          = nil, -- Set max friends listed, nil means no limit
        anchor_frame        = stats.fps and "FPS" or stats.Memory and "Memory" or stats.latency and "Latency" or "UIParent",
        anchor_to           = "bottomleft",
        anchor_from         = (stats.fps or stats.memory or stats.latency) and "bottomright" or "bottomleft",
        x_off               = 10,
        y_off               = (stats.fps or stats.memory or stats.latency) and 0 or 10,
        tip_frame           = "UIParent", tip_anchor = "BOTTOMLEFT", tip_x = 21, tip_y = 20
    },
    Guild      = {
        enable              = stats.guild,
        fmt                 = class("") .. L.DATATEXT_GUILD .. "%d/%d", -- "G: 5/114"
        maxguild            = nil, -- Set max members listed, nil means no limit. Alt-key reveals hidden members
        threshold           = 1, -- Minimum level displayed (1-90)
        show_xp             = true, -- Show guild experience
        sorting             = "class", -- Default roster sorting: name, level, class, zone, rank, note
        anchor_frame        = stats.friend and "Friends" or stats.fps and "FPS" or stats.Memory and "Memory" or stats.latency and "Latency" or "UIParent",
        anchor_to           = "bottomleft",
        anchor_from         = (stats.friend or stats.fps or stats.memory or stats.latency) and "bottomright" or "bottomleft",
        x_off               = 10,
        y_off               = (stats.friend or stats.fps or stats.memory or stats.latency) and 0 or 10,
        tip_frame           = "UIParent", tip_anchor = "BOTTOMLEFT", tip_x = 21, tip_y = 20
    },

    -- MiniMap block
    Location   = {
        enable              = stats.location,
        subzone             = true, -- Set to false to display the main zone's name instead of the subzone
        truncate            = 0, -- Max number of letters for location text, set to 0 to disable
        anchor_frame        = "Minimap", 
        anchor_to           = "top", 
        anchor_from         = "bottom",
        x_off               = 2, y_off = -24, tip_frame = "UIParent", tip_anchor = "CURSOR", tip_x = -21, tip_y = 20
    },
    Coords     = {
        enable              = stats.coords,
        fmt                 = "%d, %d",
        anchor_frame        = stats.location and "Location" or "Minimap", 
        anchor_to           = "top", 
        anchor_from         = "bottom",
        x_off               = 2,
        y_off               = stats.location and -4 or -24
    },

    -- Bottomright block
    Durability = {
        enable              = stats.durability,
        fmt                 = L.DATATEXT_DURABILITY .. "[color]%d|r%%", -- "54%D", [color] inserts durability color code
        man                 = true, -- Hide bliz durability man
        ignore_inventory    = false, -- Ignore inventory gear when auto-repairing
        gear_icons          = false, -- Show your gear icons in the tooltip
        anchor_frame        = "UIParent", 
        anchor_to           = "bottomright", 
        anchor_from         = "bottomright",
        x_off               = -10, y_off = 10, tip_frame = "UIParent", tip_anchor = "BOTTOMRIGHT", tip_x = 21, tip_y = 20
    },
    Bags       = {
        enable              = stats.bags,
        fmt                 = class("") .. L.DATATEXT_BAG .. "%d/%d",
        anchor_frame        = stats.durability and "Durability" or "UIParent",
        anchor_to           = "bottomright",
        anchor_from         = stats.durability and "bottomleft" or "bottomright",
        x_off               = -10,
        y_off               = stats.durability and 0 or 10,
    },
    Currencies = {
        enable              = stats.currencies,
        style               = 1, -- Display styles: [1] 55g 21s 11c [2] 8829.4g [3] 823.55.94
        anchor_frame        = stats.bags and "Bags" or stats.durability and "Durability" or "UIParent",
        anchor_to           = "bottomright",
        anchor_from         = (stats.bags or stats.durability) and "bottomleft" or "bottomright",
        x_off               = -10,
        y_off               = (stats.bags or stats.durability) and 0 or 10,
        tip_frame           = "UIParent", tip_anchor = "BOTTOMRIGHT", tip_x = -21, tip_y = 20
    },
}

LPSTAT_PROFILES = {
    -- Main stats like agil, str > power. Stamina and bonus armor not listed even if higher pri then other stats. This is not a guide, just a pointer!
    DEMONHUNTER = {
        Stats = {
            spec1fmt = class("Power: ") .. "[power]" .. class(" Mastery: ") .. "[mastery]%" .. class("  Vers: ") .. "[versatility]%",
            spec2fmt = class("Armor: ") .. "[armor]" .. class(" Mastery: ") .. "[mastery]%" .. class("  Vers: ") .. "[versatility]%",
        }
    },
    DEATHKNIGHT = {
        Stats = {
            spec1fmt = class("Armor: ") .. "[armor]" .. class(" Mastery: ") .. "[mastery]%" .. class("  Vers: ") .. "[versatility]%", --Blood 				-> Stamina > Bonus Armor = Armor > Strength > Versatility >= Multistrike >= Haste > Mastery > Crit
            spec2fmt = class("Power: ") .. "[power]" .. class(" Mastery: ") .. "[mastery]%" .. class("  Vers: ") .. "[versatility]%", -- Frost 				-> Strength > Mastery > Haste > Multistrike > Versatility > Crit
            spec3fmt = class("Power: ") .. "[power]" .. class(" Vers: ") .. "[versatility]%" .. class(" Mastery: ") .. "[mastery]%", --Unholy 				-> Strength > Multistrike > Mastery > Crit >= Haste > Versatility
        }
    },
    DRUID       = {
        Stats = {
            spec1fmt = class("Power: ") .. "[power]" .. class(" Mastery: ") .. "[mastery]%" .. class("  Vers: ") .. "[versatility]%", --Balance 			-> Intellect > Mastery >= Multistrike >= Crit >= Haste > Versatility
            spec2fmt = class("Power: ") .. "[power]" .. class(" Crit: ") .. "[crit]%" .. class("  Haste: ") .. "[haste]%", -- Feral 					-> Agility > Crit >= Haste >= Multistrike > Versatility > Mastery
            spec3fmt = class("Armor: ") .. "[armor]" .. class(" Vers: ") .. "[versatility]%" .. class(" Mastery: ") .. "[mastery]%", --Guardian 			-> Armor > Stamina > Multistrike > Bonus Armor > Mastery > Versatility >= Agility = Haste > Crit
            spec4fmt = class("Power: ") .. "[power]" .. class(" Haste: ") .. "[haste]%" .. class(" Mastery: ") .. "[mastery]%", --Restoration 			-> Intellect > Haste > Mastery > Multistrike > Crit > Versatility > Spirit
        }
    },
    HUNTER      = {
        Stats = {
            spec1fmt = class("Power: ") .. "[power]" .. class(" Mastery: ") .. "[mastery]%" .. class("  Haste: ") .. "[haste]%", --Beast Mastery		-> Agility > Haste = Mastery > Multistrike >= Crit > Versatility
            spec2fmt = class("Power: ") .. "[power]" .. class(" Vers: ") .. "[versatility]%" .. class("  Crit: ") .. "[crit]%", -- Marksmanship				-> Agility > Crit = Multistrike > Mastery >= Versatility >= Haste
            spec3fmt = class("Power: ") .. "[power]" .. class(" Vers: ") .. "[versatility]%" .. class("  Crit: ") .. "[crit]%", --Survival					-> Agility > Multistrike > Crit >= Versatility > Mastery > Haste
        }
    },
    MAGE        = {
        Stats = {
            spec1fmt = class("Power: ") .. "[power]" .. class(" Mastery: ") .. "[mastery]%" .. class(" Haste: ") .. "[haste]%", --Arcane				-> Intellect > Mastery >= Haste > Multistrike >= Crit > Versatility
            spec2fmt = class("Power: ") .. "[power]" .. class(" Crit: ") .. "[crit]%" .. class(" Mastery: ") .. "[mastery]%", -- Fire					-> Intellect > Crit > Mastery >= Haste > Multistrike > Versatility
            spec3fmt = class("Power: ") .. "[power]" .. class(" Vers: ") .. "[versatility]%" .. class(" Crit: ") .. "[crit]%", --Frost						-> Intellect > Multistrike > Crit > Versatility > Haste > Mastery
        }
    },
    MONK        = {
        Stats = {
            spec1fmt = class("Armor: ") .. "[armor]" .. class(" Mastery: ") .. "[mastery]%" .. class(" Vers: ") .. "[versatility]%", --Brewmaster		-> Stamina > Armor > Bonus Armor > Mastery > Versatility >= Agility > Crit >= Multistrike > Haste
            spec2fmt = class("Power: ") .. "[power]" .. class(" Vers: ") .. "[versatility]%" .. class(" Crit: ") .. "[crit]%", -- Mistweaver				-> Intellect > Multistrike > Crit > Versatility > Haste > Mastery > Spirit
            spec3fmt = class("Power: ") .. "[power]" .. class(" Crit: ") .. "[crit]%" .. class(" Vers: ") .. "[versatility]%", --Windwalker					-> Agility > Crit = Multistrike > Versatility >= Haste > Mastery
        }
    },
    PALADIN     = {
        Stats = {
            spec1fmt = class("Power: ") .. "[power]" .. class(" Crit: ") .. "[crit]%" .. class(" Vers: ") .. "[versatility]%", -- Holy						-> Intellect > Crit > Multistrike > Mastery > Versatility > Haste > Spirit
            spec2fmt = class("Armor: ") .. "[armor]" .. class(" Haste: ") .. "[haste]%" .. class(" Vers: ") .. "[versatility]%", -- Protection			-> Stamina > Bonus Armor > Armor > Haste >= Versatility >= Strength >= Mastery > Crit = Multistrike
            spec3fmt = class("Power: ") .. "[power]" .. class(" Mastery: ") .. "[mastery]%" .. class(" Vers: ") .. "[versatility]%", -- Retribution			-> Strength > Mastery >= Multistrike > Crit >= Versatility > Haste
        }
    },
    PRIEST      = {
        Stats = {
            spec1fmt = class("Power: ") .. "[power]" .. class(" Crit: ") .. "[crit]%" .. class(" Mastery: ") .. "[mastery]%", -- Discipline				-> Intellect > Crit > Mastery > Multistrike > Versatility > Haste > Spirit
            spec2fmt = class("Power: ") .. "[power]" .. class(" Vers: ") .. "[versatility]%" .. class(" Mastery: ") .. "[mastery]%", -- Holy				-> Intellect > Multistrike > Mastery > Crit > Versatility > Haste > Spirit
            spec3fmt = class("Power: ") .. "[power]" .. class(" Haste: ") .. "[haste]%" .. class(" Mastery: ") .. "[mastery]%", -- Shadow				-> Intellect > Haste >= Mastery > Crit = Multistrike > Versatility
        }
    },
    ROGUE       = {
        Stats = {
            spec1fmt = class("Power: ") .. "[power]" .. class(" Crit: ") .. "[crit]%" .. class(" Vers: ") .. "[versatility]%", -- Assassination				-> Agility > Crit >= Multistrike > Mastery >= Haste = Versatility
            spec2fmt = class("Power: ") .. "[power]" .. class(" Haste: ") .. "[haste]%" .. class(" Vers: ") .. "[versatility]%", -- Combat					-> Agility > Haste > Multistrike > Crit >= Mastery >= Versatility
            spec3fmt = class("Power: ") .. "[power]" .. class(" Vers: ") .. "[versatility]%" .. class(" Mastery: ") .. "[mastery]%", -- Subtlety			-> Agility > Multistrike > Mastery > Versatility = Crit >= Haste
        }
    },
    SHAMAN      = {
        Stats = {
            spec1fmt = class("Power: ") .. "[power]" .. class(" Vers: ") .. "[versatility]%" .. class(" Haste: ") .. "[haste]%", -- Elemental				-> Intellect > Multistrike >= Haste > Crit > Versatility > Mastery
            spec2fmt = class("Power: ") .. "[power]" .. class(" Haste: ") .. "[haste]%" .. class(" Vers: ") .. "[versatility]%", -- Enhancement				-> Agility > Haste > Multistrike >= Mastery > Versatility = Crit
            spec3fmt = class("Power: ") .. "[power]" .. class(" Crit: ") .. "[crit]%" .. class(" Mastery: ") .. "[mastery]%", -- Restoration			-> Intellect > Crit > Mastery > Multistrike > Versatility > Haste > Spirit
        }
    },
    WARLOCK     = {
        Stats = {
            spec1fmt = class("Power: ") .. "[power]" .. class("  Haste: ") .. "[haste]%" .. class("  Mastery: ") .. "[mastery]%", -- Affliction			-> Intellect > Haste > Mastery > Multistrike > Crit > Versatility
            spec2fmt = class("Power: ") .. "[power]" .. class("  Haste: ") .. "[haste]%" .. class("  Mastery: ") .. "[mastery]%", -- Demonology			-> Intellect > Haste > Mastery > Multistrike > Crit > Versatility
            spec3fmt = class("Power: ") .. "[power]" .. class("  Crit: ") .. "[crit]%" .. class("  Vers: ") .. "[versatility]%", -- Destruction				-> Intellect > Crit > Multistrike >= Haste > Mastery >= Versatility
        }
    },
    WARRIOR     = {
        Stats = {
            spec1fmt = class("Power: ") .. "[power]" .. class("  Crit: ") .. "[crit]%" .. class("  Vers: ") .. "[versatility]%", -- Arms					-> Strength > Crit > Multistrike > Haste > Versatility >= Mastery
            spec2fmt = class("Power: ") .. "[power]" .. class("  Crit: ") .. "[crit]%" .. class("  Haste: ") .. "[haste]%", -- Fury						-> Strength > Crit > Haste > Mastery >= Multistrike > Versatility
            spec3fmt = class("Armor: ") .. "[armor]" .. class("  Vers: ") .. "[versatility]%" .. class("  Crit: ") .. "[crit]%", -- Protection			-> Stamina > Bonus Armor >= Armor > Versatility > Strength > Crit >= Mastery > Multistrike > Haste
        }
    },
}
